Forum Replies Created

Page 88 of 411
  • I think this should work. There may be some cases I haven’t considered but give it a shot and let me know how it goes:


    l = thisComp.layer("Null 3");
    p = l.fromComp(toComp(value), inPoint);
    l.toComp(p);

    This would be applied to the puppet pin position. The variable ‘l’ should point to the null object that should be associated with that pin.

    Darby Edelen

  • Darby Edelen

    November 5, 2012 at 4:00 pm in reply to: How to create a velocity mask?

    The only product I’ve ever seen that will expose motion vectors in AE is Twixtor:

    https://www.revisionfx.com/products/twixtor/features/#ae_compatible_4

    The vectors may not be detailed enough for your purpose though. A trial run might be in order 🙂

    I’ve used this plug in the past to generate some pretty cool particle fields that react to motion in live footage.

    Darby Edelen

  • Darby Edelen

    November 5, 2012 at 3:56 pm in reply to: removing pulldown in a mystery video

    With a 23.98 source if it ever had a pulldown someone has already tried to remove it. Maybe the pulldown was handled incorrectly early on (not uncommon) but removing a pulldown from a 23.98 source wouldn’t make sense.

    The ghosted frames could also be frame blending caused by a mismatch in the source and timeline frame rates. Do you see the ghosting in a media player (QuickTime)?

    Darby Edelen

  • It looks like you have the “Ambient Illumination” checkbox enabled on your only light. With that enabled you won’t see any Diffuse or Specular lighting. Without specular lighting there’s no way to see a normal map’s effects. Try unchecking that box or adding another light.

    Also you won’t get good results trying to use Displacement on a single polygon.

    Darby Edelen

  • Darby Edelen

    November 5, 2012 at 7:37 am in reply to: removing pulldown in a mystery video

    I’m confused about some of the details. Is the source 29.97? If you’re seeing ghosted frames that aren’t made up of two distinct fields then it’s pretty much hosed.

    Darby Edelen

  • Darby Edelen

    November 5, 2012 at 12:27 am in reply to: Shapeable bulge distortion

    This would be an awesome time to revive one of the creepiest examples I ever used in a post:

    https://forums.creativecow.net/readpost/2/919521

    Basically, you can generate an approximation of a normal map from a grayscale height map to use with the displacement map effect.

    Darby Edelen

  • Darby Edelen

    November 3, 2012 at 12:59 am in reply to: Splines On Active Surface?

    [Joe Walker] “Now if I could just tackle this Thinking Particles puzzle :0”

    Thinking Particles is a fun one. Working through some Thinking Particles exercises actually helped me get a better understanding of XPresso on the whole although I still have a lot to learn 🙂

    Darby Edelen

  • Darby Edelen

    November 2, 2012 at 9:09 pm in reply to: Make Reverse of Image Solid?

    [Walter Soyka] “1. Create a solid the same size as your image, promote it to 3D, place it directly behind the image in z-space, and parent it to the image.”

    You could also follow the same workflow by duplicating the image layer and applying Generate > Fill to the duplicate that you move behind the original. By its nature this will have the correct size and alpha as the original image.

    Darby Edelen

  • Darby Edelen

    November 2, 2012 at 6:10 pm in reply to: After Effects CS6 3D Layer Hierachy Anomalies

    [Brian Charles] “I see this frequently. Here is a sample. No effects, no 2D layers, no shy layers.”

    No layer styles? If you have Layer Styles applied, even if they’re not active, you’ll see this behavior. Try double checking this by selecting your layers and using Layer > Layer Styles > Remove All.

    If I’m working in 3D with PSDs I’ll always select to merge the Layer Styles.

    Darby Edelen

  • Darby Edelen

    November 2, 2012 at 5:46 am in reply to: How to change volume according to brightness ?

    [Walk withme] “target = thisComp.layer(“alphalayer”);
    alpha = target.sampleImage(effect(“Stereo Mixer”)(“Left Level”),[3.5, 3.5])[3];
    linear(alpha, 0, 0.36, 100, 0)”

    The first argument to sampleImage() should be the position you want to sample on your “target” layer. Also in your case you won’t want just the alpha value but instead the brightness or lightness value, this can be determined this way:

    lightness = rgbToHsl(target.sampleImage([x,y], [3.5,3.5]))[3];

    Where [x,y] is the location in the target layer you want to sample to determine the lightness.

    In your case you might be more interested in the average brightness of the video rather than the brightness at a specific point.

    If that’s the case then you can apply the Blur & Sharpen > Fast Blur effect to a copy of your torch layer with Repeat Edge Pixels enabled and a very large Blurriness value (5000 is a good starting place). Then you’ll need to point sampleImage() at this copy.

    You can then sample the center of the layer since the layer will be mostly the same color. Instead of [x,y] above you can use [target.width/2, target.height/2] which will give you the center of the layer. You can also probably reduce the sample size (the part that reads [3.5,3.5] in the above code) to save some on the sampleImage() processing, try [1,1] instead.

    Also, you’re definitely going to want to change the linear() code since that was defined for a specific range of input values as well as for an opacity output. Something like this will probably be better for you:

    linear(lightness, 0, 1, [-48,-48], [0,0]);

    The above would change your audio’s levels from -48dB when the layer is pure black to 0dB when the layer is white. In all likelihood your layer will be ranging in grays for the most part so you may want to tweak the 0 and 1 values in the above. If you enter a value higher than 0 in the 2nd parameter then it’s more likely that your torch audio will be cut almost completely off (-48dB, very soft) if you lower the third parameter from 1 then you’re making it more likely that your torch audio will play at 0dB (louder).

    Lastly, your expression will of course be applied to the audio layer’s audio levels property.

    Darby Edelen

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